/* Copyright 2016-2020 Jack Humbert * Copyright 2020 JohSchneider * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #pragma once #include #include #include "musical_notes.h" #include "song_list.h" #include "voices.h" #if defined(AUDIO_DRIVER_PWM) # include "audio_pwm.h" #elif defined(AUDIO_DRIVER_DAC) # include "audio_dac.h" #endif typedef union audio_config_t { uint8_t raw; struct { bool enable : 1; bool clicky_enable : 1; bool valid : 1; uint8_t reserved : 5; }; } audio_config_t; _Static_assert(sizeof(audio_config_t) == sizeof(uint8_t), "Audio EECONFIG out of spec."); /* * a 'musical note' is represented by pitch and duration; a 'musical tone' adds intensity and timbre * https://en.wikipedia.org/wiki/Musical_tone * "A musical tone is characterized by its duration, pitch, intensity (or loudness), and timbre (or quality)" */ typedef struct { uint16_t time_started; // timestamp the tone/note was started, system time runs with 1ms resolution -> 16bit timer overflows every ~64 seconds, long enough under normal circumstances; but might be too soon for long-duration notes when the note_tempo is set to a very low value float pitch; // aka frequency, in Hz uint16_t duration; // in ms, converted from the musical_notes.h unit which has 64parts to a beat, factoring in the current tempo in beats-per-minute // float intensity; // aka volume [0,1] TODO: not used at the moment; pwm drivers can't handle it // uint8_t timbre; // range: [0,100] TODO: this currently kept track of globally, should we do this per tone instead? } musical_tone_t; // public interface /** * @brief Save the current choices to the eeprom */ void eeconfig_update_audio_current(void); /** * @brief one-time initialization called by quantum/quantum.c * @details usually done lazy, when some tones are to be played * * @post audio system (and hardware) initialized and ready to play tones */ void audio_init(void); void audio_startup(void); /** * @brief en-/disable audio output, save this choice to the eeprom */ void audio_toggle(void); /** * @brief enable audio output, save this choice to the eeprom */ void audio_on(void); /** * @brief disable audio output, save this choice to the eeprom */ void audio_off(void); /** * @brief query the if audio output is enabled */ bool audio_is_on(void); /** * @brief start playback of a tone with the given frequency and duration * * @details starts the playback of a given note, which is automatically stopped * at the the end of its duration = fire&forget * * @param[in] pitch frequency of the tone be played * @param[in] duration in milliseconds, use 'audio_duration_to_ms' to convert * from the musical_notes.h unit to ms */ void audio_play_note(float pitch, uint16_t duration); // TODO: audio_play_note(float pitch, uint16_t duration, float intensity, float timbre); // audio_play_note_with_instrument ifdef AUDIO_ENABLE_VOICES /** * @brief start playback of a tone with the given frequency * * @details the 'frequency' is put on-top the internal stack of active tones, * as a new tone with indefinite duration. this tone is played by * the hardware until a call to 'audio_stop_tone'. * should a tone with that frequency already be active, its entry * is put on the top of said internal stack - so no duplicate * entries are kept. * 'hardware_start' is called upon the first note. * * @param[in] pitch frequency of the tone be played */ void audio_play_tone(float pitch); /** * @brief stop a given tone/frequency * * @details removes a tone matching the given frequency from the internal * playback stack * the hardware is stopped in case this was the last/only frequency * being played. * * @param[in] pitch tone/frequency to be stopped */ void audio_stop_tone(float pitch); /** * @brief play a melody * * @details starts playback of a melody passed in from a SONG definition - an * array of {pitch, duration} float-tuples * * @param[in] np note-pointer to the SONG array * @param[in] n_count number of MUSICAL_NOTES of the SONG * @param[in] n_repeat false for onetime, true for looped playback */ void audio_play_melody(float (*np)[][2], uint16_t n_count, bool n_repeat); /** * @brief play a short tone of a specific frequency to emulate a 'click' * * @details constructs a two-note melody (one pause plus a note) and plays it through * audio_play_melody. very short durations might not quite work due to * hardware limitations (DAC: added pulses from zero-crossing feature;...) * * @param[in] delay in milliseconds, length for the pause before the pulses, can be zero * @param[in] pitch * @param[in] duration in milliseconds, length of the 'click' */ void audio_play_click(uint16_t delay, float pitch, uint16_t duration); /** * @brief stops all playback * * @details stops playback of both a melody as well as single tones, resetting * the internal state */ void audio_stop_all(void); /** * @brief query if one/multiple tones are playing */ bool audio_is_playing_note(void); /** * @brief query if a melody/SONG is playing */ bool audio_is_playing_melody(void); // These macros are used to allow audio_play_melody to play an array of indeterminate // length. This works around the limitation of C's sizeof operation on pointers. // The global float array for the song must be used here. #define NOTE_ARRAY_SIZE(x) ((int16_t)(sizeof(x) / (sizeof(x[0])))) /** * @brief convenience macro, to play a melody/SONG once */ #define PLAY_SONG(note_array) audio_play_melody(¬e_array, NOTE_ARRAY_SIZE((note_array)), false) // TODO: a 'song' is a melody plus singing/vocals -> PLAY_MELODY /** * @brief convenience macro, to play a melody/SONG in a loop, until stopped by 'audio_stop_all' */ #define PLAY_LOOP(note_array) audio_play_melody(¬e_array, NOTE_ARRAY_SIZE((note_array)), true) // Tone-Multiplexing functions // this feature only makes sense for hardware setups which can't do proper // audio-wave synthesis = have no DAC and need to use PWM for tone generation #ifdef AUDIO_ENABLE_TONE_MULTIPLEXING # ifndef AUDIO_TONE_MULTIPLEXING_RATE_DEFAULT # define AUDIO_TONE_MULTIPLEXING_RATE_DEFAULT 0 // 0=off, good starting value is 4; the lower the value the higher the cpu-load # endif void audio_set_tone_multiplexing_rate(uint16_t rate); void audio_enable_tone_multiplexing(void); void audio_disable_tone_multiplexing(void); void audio_increase_tone_multiplexing_rate(uint16_t change); void audio_decrease_tone_multiplexing_rate(uint16_t change); #endif // Tempo functions void audio_set_tempo(uint8_t tempo); void audio_increase_tempo(uint8_t tempo_change); void audio_decrease_tempo(uint8_t tempo_change); // conversion macros, from 64parts-to-a-beat to milliseconds and back uint16_t audio_duration_to_ms(uint16_t duration_bpm); uint16_t audio_ms_to_duration(uint16_t duration_ms); void audio_startup(void); // hardware interface // implementation in the driver_avr/arm_* respective parts void audio_driver_initialize_impl(void); void audio_driver_start_impl(void); void audio_driver_stop_impl(void); /** * @brief get the number of currently active tones * @return number, 0=none active */ uint8_t audio_get_number_of_active_tones(void); /** * @brief access to the raw/unprocessed frequency for a specific tone * @details each active tone has a frequency associated with it, which * the internal state keeps track of, and is usually influenced * by various effects * @param[in] tone_index, ranging from 0 to number_of_active_tones-1, with the * first being the most recent and each increment yielding the next * older one * @return a positive frequency, in Hz; or zero if the tone is a pause */ float audio_get_frequency(uint8_t tone_index); /** * @brief calculate and return the frequency for the requested tone * @details effects like glissando, vibrato, ... are post-processed onto the * each active tones 'base'-frequency; this function returns the * post-processed result. * @param[in] tone_index, ranging from 0 to number_of_active_tones-1, with the * first being the most recent and each increment yielding the next * older one * @return a positive frequency, in Hz; or zero if the tone is a pause */ float audio_get_processed_frequency(uint8_t tone_index); /** * @brief update audio internal state: currently playing and active tones,... * @details This function is intended to be called by the audio-hardware * specific implementation on a somewhat regular basis while a SONG * or notes (pitch+duration) are playing to 'advance' the internal * state (current playing notes, position in the melody, ...) * * @return true if something changed in the currently active tones, which the * hardware might need to react to */ bool audio_update_state(void); // legacy and back-warts compatibility stuff #define is_audio_on() audio_is_on() #define is_playing_notes() audio_is_playing_melody() #define is_playing_note() audio_is_playing_note() #define stop_all_notes() audio_stop_all() #define stop_note(f) audio_stop_tone(f) #define play_note(f, v) audio_play_tone(f) #define set_timbre(t) voice_set_timbre(t) #define set_tempo(t) audio_set_tempo(t) #define increase_tempo(t) audio_increase_tempo(t) #define decrease_tempo(t) audio_decrease_tempo(t) // vibrato functions are not used in any keyboards void audio_on_user(void); void audio_off_user(void);